using System; using System.Collections.Generic; using UnityEditor.Graphing; using UnityEditor.ShaderGraph.Drawing.Slots; using UnityEditor.ShaderGraph.Internal; using UnityEngine; using UnityEngine.UIElements; namespace UnityEditor.ShaderGraph { [Serializable] class Vector4MaterialSlot : MaterialSlot, IMaterialSlotHasValue { [SerializeField] private Vector4 m_Value; [SerializeField] private Vector4 m_DefaultValue = Vector4.zero; string[] m_Labels; public Vector4MaterialSlot() { m_Labels = new[] { "X", "Y", "Z", "W" }; } public Vector4MaterialSlot( int slotId, string displayName, string shaderOutputName, SlotType slotType, Vector4 value, ShaderStageCapability stageCapability = ShaderStageCapability.All, string label1 = "X", string label2 = "Y", string label3 = "Z", string label4 = "W", bool hidden = false) : base(slotId, displayName, shaderOutputName, slotType, stageCapability, hidden) { m_Value = value; m_Labels = new[] { label1, label2, label3, label4 }; } public Vector4 defaultValue { get { return m_DefaultValue; } } public Vector4 value { get { return m_Value; } set { m_Value = value; } } public override VisualElement InstantiateControl() { return new MultiFloatSlotControlView(owner, m_Labels, () => value, (newValue) => value = newValue); } protected override string ConcreteSlotValueAsVariable() { return string.Format("$precision4 ({0}, {1}, {2}, {3})" , NodeUtils.FloatToShaderValue(value.x) , NodeUtils.FloatToShaderValue(value.y) , NodeUtils.FloatToShaderValue(value.z) , NodeUtils.FloatToShaderValue(value.w)); } public override void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode) { if (!generationMode.IsPreview()) return; var matOwner = owner as AbstractMaterialNode; if (matOwner == null) throw new Exception(string.Format("Slot {0} either has no owner, or the owner is not a {1}", this, typeof(AbstractMaterialNode))); var property = new Vector4ShaderProperty() { overrideReferenceName = matOwner.GetVariableNameForSlot(id), generatePropertyBlock = false, value = value }; properties.AddShaderProperty(property); } public override void GetPreviewProperties(List properties, string name) { var pp = new PreviewProperty(PropertyType.Vector4) { name = name, vector4Value = new Vector4(value.x, value.y, value.z, value.w), }; properties.Add(pp); } public override SlotValueType valueType { get { return SlotValueType.Vector4; } } public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.Vector4; } } public override void CopyValuesFrom(MaterialSlot foundSlot) { var slot = foundSlot as Vector4MaterialSlot; if (slot != null) value = slot.value; } } }